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  #11  
Old June 25th, 2004, 10:27 PM
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Default Re: mothballed ring world components

Quote:
Originally posted by Roanon:
Isn't it too inefficient to have one base per cable/plating? While one Base Spaceyard builds the generator, you usually can build 3 cables/platings with just one other Spaceyard.
Yeah, I tend to agree with this. Also, as far as saving resources goes, by the time you build a rw/sw, resources probably aren't a problem. If they are, there sure are better ways to spend your resources than building one of those monsters.

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  #12  
Old June 25th, 2004, 10:39 PM
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Default Re: mothballed ring world components

Probably not cost-efficient, but the few times I've built rw/sw's, I used ships with spaceyards on them instead of an actual starbase. That way, once I'm done with the building, I can move them to another area and built another one. In one game before I quit it, I had a rw and a sw. Would like to do that again, and have a few more also.
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  #13  
Old June 26th, 2004, 02:08 AM
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Default Re: mothballed ring world components

Spaceyard ships are good too. If I'm just spinning my wheels while my fleets are mopping up, I'll use spaceyard ships to build a starter spaceyard base at stars as it hops around seeding the area for rw/sw locations.

If you use bases, after you generate your rw/sw, you can keep them around to build units or ships for that matter (all those spaceyards make for a great retrofit sector too) or retrofit the bases into defense bases. Retrofitting a spaceyard base into a defense base may be viewed as a "cheesy" way to get rid of a spaceyard on "slow build" mode. Not by me, though.

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[ June 26, 2004, 01:09: Message edited by: Slick ]
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  #14  
Old June 26th, 2004, 02:55 AM
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Default Re: mothballed ring world components

Quote:
Originally posted by Slick:
quote:
Originally posted by Roanon:
Isn't it too inefficient to have one base per cable/plating? While one Base Spaceyard builds the generator, you usually can build 3 cables/platings with just one other Spaceyard.
Yeah, I tend to agree with this. Also, as far as saving resources goes, by the time you build a rw/sw, resources probably aren't a problem. If they are, there sure are better ways to spend your resources than building one of those monsters.

Slick.

I think if you look at the numbers you will find it's actually much more efficent to do it this way. Space yard bases are very low maintenance compared to the starbase cable/plating things. Even if you mothball you have at least two turns of maint instead of one and you have the cost of unmotballing, as fyron pointed out in an earlier post. The most efficent way is to have one base space yard per starbase.
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  #15  
Old June 26th, 2004, 03:55 AM
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Default Re: mothballed ring world components

Quote:
Since the rw/sw will be of your starting planet type
Isn't it a random planet type and atmosphere? Or was this changed in the Last patch or two?
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  #16  
Old June 26th, 2004, 09:20 AM
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Default Re: mothballed ring world components

It's been like this for at least 2 patches.
Dunno how it was before though.
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  #17  
Old June 26th, 2004, 10:47 AM

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Default Re: mothballed ring world components

I usually dont bother with RW and SW unless im on a 200+ galaxy with hard AIs and encountering problems - which really doesnt happen anymore - as said they come to late in the game - yu can mod that tech tree so the stellar manip is easier or lower Sw and RW to level 1 tech and halve the cost of the components and plating etc. That way its in the game early on and the AI does attempt to build em. But in a standard stock game it just comes to late - now maybe if we had a 500 system game it might be useful with a hard smart AI.
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  #18  
Old June 26th, 2004, 07:00 PM
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Default Re: mothballed ring world components

Quote:
Originally posted by geoschmo:
quote:
Originally posted by Slick:
quote:
Originally posted by Roanon:
Isn't it too inefficient to have one base per cable/plating? While one Base Spaceyard builds the generator, you usually can build 3 cables/platings with just one other Spaceyard.
Yeah, I tend to agree with this. Also, as far as saving resources goes, by the time you build a rw/sw, resources probably aren't a problem. If they are, there sure are better ways to spend your resources than building one of those monsters.

Slick.

I think if you look at the numbers you will find it's actually much more efficent to do it this way. Space yard bases are very low maintenance compared to the starbase cable/plating things. Even if you mothball you have at least two turns of maint instead of one and you have the cost of unmotballing, as fyron pointed out in an earlier post. The most efficent way is to have one base space yard per starbase.

Efficient for resources or efficient for building time? I find that the limiting thing for building a rw/sw is waiting for the rw/sw generating base to be built, so it should be started first. There are several ways to plan out building your cabling and plating bases and I agree that method is probably the most efficient for resources. Not that I build these things a lot; it's more like a cute thing to do once in a while. And I have never had a game go long enough to fill a rw, much less a sw.

There should be victory conditions for building x amount of sw and/or rw's. That would be cool. Then you might have to attack your enemy's rw/sw's *shudder* in order to win.

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  #19  
Old June 26th, 2004, 07:50 PM
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Default Re: mothballed ring world components

Both. The first BSY starts the generator. There is enough time to build as many BSYs as you need for plating and cables before the generator is done. Of course, it makes sense to send more than one space yard ship to the location.

[ June 26, 2004, 18:51: Message edited by: Imperator Fyron ]
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  #20  
Old June 26th, 2004, 08:26 PM

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Default Re: mothballed ring world components

I tend to build SY bases and then keep retrofiting them up at the same time as they build more SY bases - which in turn get retrofited up while they build more. its good if you have pleanty of resorces.
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